Attempted fix widget to merchant system
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Display_UI/BP_CrossHair.uasset
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Content/Blueprints/Display_UI/BP_ImportantStats.uasset
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Content/Blueprints/Game_UI/WBP_Combos.uasset
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Content/Blueprints/Game_UI/WBP_ItemDisplay.uasset
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Content/Blueprints/Game_UI/WBP_MainWidg.uasset
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Content/Blueprints/Game_UI/WBP_Maps.uasset
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Content/Blueprints/Game_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Game_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Game_UI/WBP_Settings.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_BuffPlacedItem.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_BuffPlacedItem.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -40,8 +40,8 @@ void AInteraction::BeginPlay()
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//Item Selector refs
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ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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ItemSelectorWidget->AddToViewport();
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ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
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//ItemSelectorWidget->AddToViewport();
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//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
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Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
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@ -102,7 +102,6 @@ void AInteraction::RemoveWidget()
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UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
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}
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UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
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ExitScreen();
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if (Property == nullptr)
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{
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@ -121,6 +120,7 @@ void AInteraction::RemoveWidget()
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else
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{
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ItemSelectorWidget->SetVisibility(ESlateVisibility::Visible);
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ItemSelectorWidget->SetRenderOpacity(1);
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bisDisabled = false;
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}
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}
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@ -42,6 +42,19 @@ void ATempCharacter::BeginPlay()
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//UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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Ammo = TEXT("Ammo");
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NoiseEmitter = Cast<UPawnNoiseEmitterComponent>(this->FindComponentByClass(UPawnNoiseEmitterComponent::StaticClass()));
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//Widget Refs
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CrossHairWidget = CreateWidget<UUserWidget>(GetWorld(), CrossHairSub);
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CrossHairWidget->SetVisibility(ESlateVisibility::Visible);
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CrossHairWidget->AddToViewport();
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ImportantStatsWidget = CreateWidget<UUserWidget>(GetWorld(), ImportantStatsSub);
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ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
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ImportantStatsWidget->AddToViewport();
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MainMenuWidget = CreateWidget<UUserWidget>(GetWorld(), MainMenuSub);
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MainMenuWidget->SetVisibility(ESlateVisibility::Hidden);
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MainMenuWidget->AddToViewport();
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}
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//Binds the input we made in the setup player component to the forward vector
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@ -37,9 +37,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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class UInventoryComponent* Inventory; //Using the InventoryComponent class
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* ItemSelectorWidget;
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//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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//UUserWidget* ItemSelectorWidget;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -100,8 +100,26 @@ public:
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bool isInStealth = false;
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UPROPERTY()
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UUserWidget* ImportantStatsWidget;
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UPROPERTY()
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UUserWidget* CrossHairWidget;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* ImportantStats;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
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UUserWidget* MainMenuWidget;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> ImportantStatsSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> MainMenuSub;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> CrossHairSub;
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};
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